Hi Martin,

By default VPB now creates osgTerrain::TerrainTile's with regular
HeightFieldLayer for the elevation.  Are runtime this height field is
then converted using the osgTerrain::GeometryTechnique into a standard
osg::Geometry + osg::StateSet combination, so it does end up being a
triangle mesh for rendering purposes.

Which osgTerrain right now only has one technique for converting the
TerrainTile into render-able forms the NodeKit can be extended easily
to have new techniques.  The issue of data storage and terrain
technique used for rendering is deliberately decoupled to allow you to
build the data and control the rendering separately.  This capability
leaves the door open to implementing a terrain technique that has a
more sophisticated tessellation technique that uses extra constraints
when building the final mesh.

It has been my plan that osgTerrain would eventually provide both the
a data structure hooks to add these extra constraints - such as points
of interest + boundary lines, and then have the technique for
tessellating these against the height fields.  This is not a trivial
amount of work, but it'd be the next progression of osgTerrain.

Once osgTerrain has this capability then it'd be just a case of
getting VPB to add the constraints in a appropriate way to the tiles.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to